Difference between revisions of "Valley 1:Beta Series 2 Release Notes"
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* Fixed a longstanding bug with flying enemy movement in short-height interiors, where they were just flying along the floor for the most part. | * Fixed a longstanding bug with flying enemy movement in short-height interiors, where they were just flying along the floor for the most part. | ||
+ | |||
+ | * Insect orb has been nerfed severely. | ||
+ | ** Note that these are per-projectile damages, and there are a dozens of projectiles all at once (though now it's down to 36 projectiles instead of 96 of them). | ||
== Previous Release Notes == | == Previous Release Notes == | ||
[[AVWW - Beta Series 1 Release Notes]] | [[AVWW - Beta Series 1 Release Notes]] |
Revision as of 18:28, 9 November 2011
Beta 0.541
(Note: this prerelease is not available yet, we're still working on it)
- Several interior room maps added by Josh.
- One overlord boss room added by @B0FH.
- More furniture added in contemporary areas mostly.
- Fixed an issue with enemy speeds getting a bit wonky in some cases when they were not actively pursuing you.
- Added a new monster into the game -- we won't spoil what this one is, but there's a number of new AI features/behaviors associated with it. Look for it in lava flats if you want to find it quickly.
- Drastically reworked the internals of how enemies decide to start and stop chasing you.
- Previously it was an overly-simple range check, where they'd pursue you when you were in range and stop pursuing you when you went out of that range. If they were damaged, that range was extended quite a bit in most cases, and if they were a microboss or miniboss they'd chase you pretty much anywhere in the level.
- Now it's a lot more realistic-feeling. Enemies that are already chasing you will keep chasing you for longer, even if they aren't damaged, before giving up. This actually varies by enemy, so some are more persistent in hunting you down than others are.
- The range at which enemies would even pay attention to you was too short in a few cases, such as with the espers: they would start firing at you only when they got right in their face, making them easier than they really should have been. They and a couple of other enemies are no longer so myopic.
- Completely rewrote the logic of when enemies decide to fire on you, how they line up their shots (in the case of specific-range stuff like circle of fire), and how they handle the choices to pursue or flee, while firing or not firing.
- Right now there are 16 different general flavors of AI behavior in the game, and this is the start of some work that will let us make each one more subtle and interesting, and even later start doing things like having enemies switch between AI behaviors based on the context of what is going on.
- We'd originally thought we would keep the AI in this game pretty simple, along what you tend to see in a Metroidvania game's basic enemies. But that's only so interesting for bosses in particular, and frankly for a lot of the smaller enemies as well. Turns out we just can't keep away from adding progressively cooler AI in our games!
- Fixed a longstanding bug with flying enemy movement in short-height interiors, where they were just flying along the floor for the most part.
- Insect orb has been nerfed severely.
- Note that these are per-projectile damages, and there are a dozens of projectiles all at once (though now it's down to 36 projectiles instead of 96 of them).